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Quavinir_Twiceborn

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About Quavinir_Twiceborn

  • Rank
    Redeemed
  • Birthday 06/02/1998

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  • Minecraft Username
    Auric_Saint

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    Male
  • Location
    Probably somewhere he should't be

Character Profile

  • Character Name
    Quavinir Twiceborn
  • Character Race
    Homunculus

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  1. **MC Names of all involved** Auric_Saint **Description** If you turn the pages of a book and quill item too fast it crashes your game. **Date of occurance** 3/23/20 10:44 PM EST **In game specifications** On Quavinir Persona, in Sutica. **Steps to Reproduce** Step 1: Have a book and quill with a decent amount of writing in it. Step 2: Turn pages- Step 3: After turning around 10 pages it will crash your game. **Expected Behavior** You should be able to turn pages without your game crashing. **Actual Behavior** Your game crashes. **Additional Information** This has been happening for a bit, though seemingly has gotten alot worse as of late. **Error Message** Here is the crash log.
  2. Selling foodstuffs for cheap on auction, finding and selling to buy-shops for wood, and voting are a good way to get some money to begin investing in better supplies. After such, selling large amounts of bulk goods in shulker boxes, funding RP item creation (whether having others make it, or making them yourself), or filling certain niches by selling commonly used, yet undersold items (book-cases, maps, etc) can be extremely lucrative, but takes a bit of mina investment to get the needed items. If you write good enough, books can be unfathomably lucrative, especially if priced well. Furthermore, multi-part series (that actually fill the books entirely) will ensure that every new addition gets bought up by those whom had bought the previous, and those wishing to fill their libraries will do their best to gain the entire set. (Just remember to sell copies of copies so that the books you sell cant be rescribed.)
  3. MC Username: Auric_Saint, Hireling, and Slaves_To_Armok Discord: Quavinir#1445 Which Category you wish to work on: Metallurgy Why you wish to work on that Category: Most of my time on the server is spent with things atleast vaguely related to metallurgy. My main character is a bronzesmith who works cuprous alloys, and I m messaged quite frequently regarding things to do with smithing and metallurgy What you want to see from that Category: I would like to see defined limits. I would like to see what materials we have access to, and what things we’re able to use and experiment with. Given the magical nature of Lordofthecraft, the discovery, isolation, and processing of materials would happen differently than IRL, as such, I would like to see materials used that our characters would reasonably be able to use, yet have our characters’ knowledge restricted on things they’d have no ability to understand given our technological and magical prowesses.
  4. I guess this more comes as confusion as to how magnetus works. I’ve done a good hunk of research on lodestones (naturally magnetically charged hunks of iron ore) and I am a bit confused. How is magnetus ore refined, and not somehow loose its charge? I assume the ore would be /melted down/ in temperatures above that acceptable for its refined state to maintain its magnetic charge, yet somehow retain its magnetic charge? How is this metal refined if not in that method? Is Magnetus ferromagnetic, ferrimagnetic or diamagnetic? How strong is this metal? Is it very rigid? malleable? ductile? How magnetic is this metal? If it pulls at something than to what extent- would it yank something out of a sheath? Would having a magnetus sheathe undo the effects of a magnetus pillar pulling at the weapon?
  5. OK. I am going to try and be coherent with this- but this needs some heavy work. Writing lore for a god who acts as an origin story for behaviors that are downright intrinsic to humanity is a heavy enough proposition, and while I can appreciate the more traditional approach to such (such as how Odin revisited the mortal world as to create society) it is an extremely finnicky thing to write an origin story for /art and music/ and birdsongs nearly 10 years into this server’s lifespan. It is a heavy thing to retcon the origin of the arts (basic bird behaviour) to be from an aengul whose name has never been uttered on the server previous, and than even further, posit that the most common symbol, both IRL and OOCly for the arts, is sourced from this same aengul. While conceptually, a aengul of arts and emotions is cool and interesting, making it the origin story for so many things is something I cannot agree with, especially purely to justify the creation of a magic. ONTO specifics: Aenguls are not formed based on a response to descendental happenings or emotions akin to the warp of Warhammer. There is creation lore on the forums that explains where the aenguls came from. This lore posits that there was no such thing as music, dancing, art, or birdsongs before the battle of iblees and the curses, likewise, it ties the origins of the ‘birdsong’ a basic animal behaviour tied to the perview of the aspects, to this aengul... Furthermore, it posits that every land has had this aengul’s magical auditorium, which while I understand we have to BS things a little bit to write anything happening in the past, that would claim that there is a physical place in every single land (including our current one, in Arcas) created by this aengul-... which there hasnt been, ever.
  6. [Emblem done as a commission by https://twitter.com/AatsChronicles ] The Metal-Workers Guild The Metal-Workers Guild is an guild for both the teaching, employing, and fostering of skill for smiths and workers of metals. The guild-house is located in Sutica, however, the guild is open to people of all races, creeds, and nationalities; so long as they bear the skill or wish to gain the skill to work metal, and the ability to work together with others in a civilized manner. Within the guild exists 3 ranks. Member, Journeyman, and Guildmaster, the last of which is filled by Quavinir Twiceborn. A Standard Guild Member is the starting rank of any whom join the guild. They’re expected to either have the know-how of how to work their metal of choice, or the initiative to be taught how to work said metal. A Standard Guild Member is afforded the following: The ability to receive and fill orders and assignments issued by the guild for payment. The allowance to use guild supplies, and make use of the forge in the guild house. The ability to request both supplies, aid, and teaching from the guild/guild members. A Guild Journeyman is a standard guild member whom has proven their competence and consistency in their craft through the filling of orders and guild assignments, and has proven a asset to the guild. A Journeyman has a higher bar of expectations, yet a greater amount of boons from the guild. A guild journeyman is expected to display their alignment to the guild on his commercial property, and is expected to maintain the consistency of their work. A Guild Journeyman, in addition to the privileges of a standard member, is afforded the following: First pick of any orders submitted to the guild within the perview of one’s specializations. Free drinks from the tavern in the main square of Sutica. If the smith does not have one already, and wishes for one- the guild shall act as to attain for the smith a shop, or stall, in the smith’s city of choice The guild is searching both for able smiths, those looking to learn to be smiths. To join the guild as a standard member, please send a letter [Forum PM] addressed to Quavinir Twiceborn at our guild house in Sutica. (address- Old Town 1). General Rules: Do not steal from, or harm another guild member. We rise and fall together. If you pickup an order, follow through, as one member’s failure is the guild’s failure. We rise and fall together. Treat your fellow guild member well, a bad smith is simply a good smith who does not know good techniques. We rise and fall together. Represent the guild well, and tarnish not its name. We rise and fall together. We’re a team, and one member’s prosperity is the guild’s prosperity. We rise and fall together.
  7. Renamed shulker boxes are not place-able (as with most renamed blocks), HOWEVER, hold down shift and right click and you can still access it and its contents.
  8. OK. I am left a bit confused by this. I understand the basis of this, one basically turns sand into some form of metal though a magical process. Ok, cool. But what is this metal? What is its properties? Whats its rigidness, its density, its melting point, (etc)? How does the differing compositions of sand affect the end product? How can a metal be embroidered? How can a bow be made of this metal? Do seashells in sea-sand have any affect- or is this only able to be used with desert sand? How was this magic discovered? Whats it based from? How are these weapons honed? How do you work this ‘sand-metal’? How much sand can someone affect at once? How much does imbue strengthen something? Can imbue be used over and over again to strengthen a single item to being insanely strong? You do realize that the sharper something is- the less ragged or inconsistent the cuts will be? How does this magic make things sharper or lighter? Is this sand harder than steel or just normal iron? If these items are superior to iron items, and acn be further strengthened even moreso- how does it not give someone a signifiacnt advantage over someone just using iron? Purpose wise: Currently, special or magical items are on hold, given none may be made during the lore-games. Likewise, examples of specifics of what exactly ‘diverse’ weapons would be would be extremely helpful. Metallurgy and smithing is something that is really fun, and has an insane amount of depth, yet I am left confused reading this rather than excited to see something unique and interesting being added into the item creation department.
  9. I am not opposed to the idea of a endgame for void mages, heck, I think if done right it could be something thats extremely fun and interesting. However, it being done the ‘right way’ is the overall problem. Standardly, the bulk of void magic (that being telekinesis, evocation, conjuration, illusion, arcanism, etc) is either combative, or used to gain power over other characters. As such, past voidal ‘endgames’ have been somewhat in the same vein, which I view as being a massive issue. A character gaining ‘power’ in an endgame thing is not something I am opposed to, however, it is important to define what this power is over, whether self (one’s awareness, self control, state of body, knowledge, etc), power over one’s environment (powers allowing one to affect or change the world, items, physical concepts, etc) or power over other players. (abilities that allow one to better control, or overpower in combat characters played by others.) Making an endgame that gives a mage more power over other players, to me, is the worst way to go, and I think exploring more outside the box concepts would be prudent. The lore of LOTC is surprisingly allowing of many ingenious, or many times wacky concepts. I think taking time to consider something that would both prove interesting, and be able to change how someone roleplays said ‘endgame’ mage drastically would be the best path to take in formulating an ‘endgame’, rather than putting what ‘power’ they could have.
  10. Yooo! Long time no see! Dont really have a group to offer you, though just wanted to say its good to see you back.
  11. It was a magic at the time if its first writing, yet was told by the LT at the time to make it a feat. I asked the ST before i was rewriting this whether I should make this a magic, and I was told to keep it as a feat. Emote count was added mainly just cause all the parameters in the criteria pages kept asking for such.
  12. Background/Origin: In the waning years of Axios, the aengul known as Yeu Rthulu was left with a conundrum. Her augurs had failed her. Many called on her power to be blessed with life and purpose, yet so few yet stayed with her. The few who did stay, stalwart and active they may be, were not enough. Her strictures remained true, yet even her augurs floundered at them. Far too many times, those she had blessed and tied to her will, rebelled just as quickly, and would reverse to the very antithesis of her ways… ‘What was the cause?’ she thought, her mind wrestled with the concept. Surely not, though the ones who were supposed to be the bastion of her ways became more often fortresses of deceit or evil there-after. What was the cause? ...They were lacking. But what? What failed? What went wrong? She did. Not them. Yeu Rthulu thought such and was struck almost dumb at the realization. Her augurs she made better, sure, but it wasnt them who improved, it was only her power involved. The Augurs felt no anger not because they controlled themselves, but because she removed it from them. They didnt gain or realize their potential, Yeu did it /for them/. They relied not on their strength, but hers. Yeu Rthulu’s mind bent with anger at her own failing. She could do better. She would do better. Her few stalwart followers trusted her, loved her though their struggles. If she was to help them, it would be for them to realize their own strength, their own power. She’d enhance it, sure, but it would be theirs. Their will, their strength, their power. Not hers which would be on display. She would just be the one making it happen, it would be their power, her enaction. Magic Explanation The ‘Enaction of Yeu Rthulu’ is a non-combat diety magic, based from the aengul Yeu Rthulu, and the use of soul essence. This magic is based off the giving of soul essence to Yeu, who keeps such in store for user to draw upon for the summoning of unburning fire, or balls of light known as ‘wisps’ that can be used to complete various tasks. This magic is able to be taught either by a teacher, or taught on one’s own. 30 Strictures of Yeu Rthulu: “Self-Moderation” Clause The 30 Strictures of Yeu Rthulu, or simply ‘The 30 Strictures’ are a set of self-restricting rules made by Yeu Rthulu. For a person to practice this magic, they must, for the most part, follow all the strictures to the letter. If a user of this magic were to break one of the strictures, their connection to Yeu Rthulu would weaken for a half of an IRL day (12 hours), decreasing their ability to use the magic by half. This stacks by a factor of 2, so long as another stricture is broken, it will multiply the maximum of the previous penalty. If a user were to break 2 strictures, it would be an entire day, with no ability to use the magic. If the same person broke another stricture the following day, the user would be unable to use the magic for 2 days from the point of the next stricture breakage. If a user were to break 4 strictures at once it would be 8 days before the user would be able to use the magic again. This likewise applies to the user’s tell. If a user of this magic breaks a stricture, their tell, if they’re Tier-4 or above, will disappear, and not re-appear until the user is able to use the magic again. Here is a list of the 30 strictures: Connection: The connection to Yeu is a bizarre thing (atleast compared to most dieties, that is.) Though one may be connected by someone whom is already connected by Yeu, Yeu is not one to rely solely on her mortal followers. Should one be following Yeu Rthulu already, adhering to her strictures, and revering Yeu Rthulu as their sole god for atleast a few years, Yeu herself shall slowly probe the dreams of the follower. Testing and listening to the wants, the aspirations, the prayers and the ambitions of the caster. Once finding the follower suitable, Yeu Rthulu herself shall connect the follower. Through dreams and unknowable urges, she pushes them to learn, whispering the secrets of their spells and ways into their mind. Spells: Spell: Essence Meditation Description: The foundation for which this magic sits upon is the intrinsic need to meditate, and send Yeu Rthulu small portions of one’s soul essence as to assist Yeu Rthulu in her providence of magical abilities into the mortal realm. As the essence of the soul is something intrinsic to a descendants existence, such is difficult to send through the verge to the place of aengullic dwelling. A deep and maintained connection is required to begin sending one’s soul essence to Yeu Rthulu, and this is achieved through entering into a deep and focussed meditative state. A expenditure of mana, or ‘magical energy’, is required to establish and maintain this connection at the start. Once this connection is formed, the caster must open up their soul to Yeu Rthulu. Once the caster has opened their soul to Yeu, Yeu will begin chipping off small parts of the soul of the caster. Gently and carefully it is done, as to not cause any loss of memory, or in fact who the caster is. These chippings will only ever fully amount to at max 5% of the soul at any given time. Always leaving atleast 95% of the soul entirely intact. Whenever one casts this spell, they shall show somewhere on their body a divine mark. What this mark is varies from person to person, and can be nearly anything. The only consistent qualities of the mark is that it is glowing, and incorporeal. It could be a floating blue symbol on someone’s body, glowing eyes or tattoos, complex designs or words running across one’s skin, the marks that appear vary as madly as the mindsets of those whom use the magic. Upon becoming adept at this magic, the connection to Yeu Rthulu is constant, as the aengul draws from the caster’s soul without end. Ever present, and ever felt, the aengul’s connection to the caster is strong, and a sense of aengullic symbioses hangs about the caster in all walks of life. The divine mark will always be on the caster, so long as they remain stalwart with the strictures. A soul being constantly chipped away at is a duress that’d be assumed to cause great problems for those it has been pressed upon, as such. Yet, the soul is vigorous and resilient in more ways than expected. The soul of the caster gradually adjusts to the strain, and like a excercized muscle, it grows stronger with its strain. Growing rather than callusing, the soul of the caster overtime becomes more and more robust, increasing its ability of metasis, the soul’s blueprint over time adjusting to accommodate more soul essence. Should there be any magic which wishes to wretch control of the soul, they would find their efforts doubly difficult. Should the caster disconnect from Yeu Rthulu, their soul shall feel the same pains as any disconnection, and their soul shall slowly shrink back to their original size. Mechanics of the spell: This spell only requires roughly one emote to cast, and one can remain in the meditation for as long as they’d like. One can be roused from their meditation by loud noise, or physical touch, and one remains conscious whilst doing so. Once the caster reaches tier 4 of this magic, this spell is effectively constant, and becomes a passive ability. The increased soul of the caster is palpable to any user of magic that revolves around the soul. For those sensitive to such, such as shamans, paladins, clerics, or mystics, there is a genuine feeling of strength of spirit that emanates from the caster, especially during the latter tiers. Red Lines -The increased soul of the caster bears little to no affect outside of the magic. The caster does not gain excess mana or lifeforce, or even more astra, simply more soul essence. Spell: Wispal Servant Description: The wisps, also referred to as ‘Yeuwisps’, summoned by the caster are small, floating beings that appear akin to small balls of white fire, or a comet, roughly about the size of a cantaloup, while initially ball-like, these wisps bear the ability to summon from themselves a single tendril like hand from their mass, in which to do their task. They will enact any non-combat-based order to the letter, and unlike golems, they bear an innate sense of that which they’re summoned for. Standardly, a wisp will immediately take to the task it is ordered to do, and upon completion of said task disappear into nothingness. If multiple wisps are summoned for the same task, they shall act as one being together, in perfect sync. Wisps bear an innate sense of morality, and will never cause any harm to anyone, or the property of anything that is not the caster’s, (or something the caster has been allowed to interact with.) as such, the caster is unable to order a wisp to do any task that would harm, or aid in harming of any living creature. Though they may be used to construct weapons, wisps are never able to use them. Wisps are surprisingly fragile, and if one were to strike one with their sword, or blast them with a fireball, they would simply disappear into nothingness. Wisps act entirely with the memory of the caster, and can do anything the caster can physically do. A wisp can float to a task exactly as fast as the caster can run. One wisp will be half as strong as the caster, whilst 2 wisps will be exactly as strong as the caster. If a caster can play piano, so can the wisps. If the caster can tie a knot with one hand, so can the wisps. However, wisps are not able to ‘react’ to the same extent as the caster. Persay, if anything happens that is not according to the casters will and memory at the time of casting, the wisps shall become confused, and disappear into nothingness. Hence, any task that has any form of uncertainty, or requires the wisp to react to something, is unsuitable. A wisp’s actions is based entirely off the memory of its caster, acting as a direct extension of the caster’s will. As such, wisps only know what the caster knows, and are unable to find something the caster does not know the location of. Once a caster reaches a point of mastery, (tier 3) they’re able to summon wisps with long repeatable tasks. A wisp may be made to revitalize itself though the consumption of a single provided spoonful of honey, and a day of rest. If given such, a wisp may be able to repeat it’s task on the daily, continuing such indefinitely if left unhindered, and things remain to the memory of the caster at the time of the wisps creation. Mechanics: Emote Requirement: Tier 1: 3 emotes Tier 2: 2 emotes Tier 3: 1 emotes Tier 4: 0.5 emotes Tier 5: 0.25 emotes. The emotes required to summon wisps varies based on tier, and become far easier as the tiers progress. However, if one is summoning multiple wisps, the emote count per wisps is multiplied by how many wisps are being summoned. For example, if a caster at Tier 3 wishes to create 2 wisps at once, it would take 2 emotes to summon the wisps. Should a wisp’s task not go exactly as intended by the caster at the moment of casting, than the wisps shall become confused, and disappear into nothingness. As such, interruptions to their task will almost always ruin whatever they’re doing. Wisps are likewise somewhat fragile, and will be destroyed by nearly any attack, whether magical or non magical. Red Lines. -Wisps may not be used for anything even remotely combative. They’re entirely harmless, and will refuse to do anything that could result in the harm of any person, creature, or person’s property. -Wisps can only do things that one is physically capable of doing. Their abilities are grounded in what is physically possible for a person to do. Though they can float and fly around, their skillset it locked to the abilities of the caster. -Cannot be used to aide someone in combat in any way shape or form. Are un-usable in an RP fight. Spell: Wispal Companion: Description: As the caster progresses, new possibilities begin to open up, among them is the wispal companion. A rabbit-like wisp with 4 small legs, 2 black eyes, and a small curved mouth, and 5 poined ear-like ‘flaps’ along their head, summoned with the intent of being pet, this creature for all intents and purposes acts as a big rabbit. Though magical in origin, it seems to bear a legitimate spark of life. It requires food and water to subsist, seems to bear a general mass and warmth, but is uncommunicative to the efforts of druids. They shall seek out their creator, or creator designated caretaker if left alone for too long, and seem to not wish to escape into the wild for any reason. Should they be hurt or wounded, they shant bleed merely exposing portions of bright glowing light for lack of better terms, but they shall express pain and torment, and overtime heal their wounds if given proper rest and nutrition. Wispal companions vary greatly both in size and color. Wispal Companions can be summoned in nearly any color, (though they shall always glow) and in a variation from roughly the size of a teacup, to just over a meter long in size. They’re rotund, and will be atleast 2/3rds as wide and tall as they’re long, and weigh between a quarter of a kilogram at the smallest, to 50 kilograms at the largest. Wispal Companions are not very smart. They’re not very trainable, and seem roughly as smart as a rabbit. A particularly nice rabbit, but a rabbit nonetheless. And are unable to understand commands more complex than ‘go here’ and ‘dont chew that’. However, they do bear a surprisingly deep emotional complexity, and are fully emotive and aware. Depending on the caster, the temperment of a Wispal Companion can vary madly, some may be created particularly obedient, while others may be made stubborn and unlistening. Wispal Companions will never harm anyone, though ones made with a poor temperment may antagonize their owner through their disobedience, such as eating papers or refusing to move unless physically picked up and put somewhere else. Despite their name, Wispal Companions, despite being able to follow their master if requested, are not very good travelling companions, given they’re not especially fast, smart, or even aware enough to be able to keep track of their owners location over any significant distance. Wispal Companions are biologically immortal, and do not age. Wispal companions dont squeak, but seem to make highish bleats, almost like that of a sheep or goat. If one were to kill one of these creatures, similarly to a wisp they shall disappear into nothingness. However, seemingly, should the creator will such, the same wisp that is killed can be resummoned in the same way as the original. Mechanics: Wispal Companions are summonable at Tier 4, and take 4 emotes to summon. Their function is mainly as a pet creature. They’re useless in combat, dont bleed, dont have mana, though they do have soul essence. They’re uncommunicative to druids, though otherwise they’re treatable as a living animal to all other magics. Red Lines: -Wispal Companions will never act hostile to anyone or anything, though they may be beligerent or antagonistic to their owner or creator. -Wispal Companions are decently stupid. They’re not able to be trained to do any task of any means of complexity. Spell: Bottled Wisp Description: Given the inherent usefulness of a wisp, it may come to the mind of the caster to share such with their companions, friends, family, or merely for one to earn a fair profit. This can be done by ‘bottling’ a wisp, or summoning one for the specific intent of being given to one another, and put into a small corked bottle. In a bottle a wisp shall remain dormant, and may rest in such indefinitely. If opened up, the wisp shall come out, and listen to the command of whomever opened the bottle in the same accurate manner as if it was the caster. These wisps can made to re-invigorate themselves in the same manner as those whose task needs repeating. So long as their rests a spoonful of honey in the wisp’s bottle it shall return to it’s bottle, and rest for a day. These bottled wisps will bear the same strength and speed as the original caster, however, should they be used by anyone other than the caster, the wisp shall go off the memory and wishes of the user. The same failings and restrictions of standard wisps apply to bottled ones. Mechanics: Bottled are only summonable after Tier 4, and require 3 emotes to summon one. A empty bottle must be present for the wisp, which effectively must be ordered to reside in the bottle. This spell is to basically fascilitate the creation of a ‘Bottled Wisp’ item. The spell for such would be detailed as follows: ‘Bottled Wisp’ ‘A glass bottle with a small ball of light inside. Should the bottle be opened, the ball of light shall squeeze in through the neck of the bottle, and than expand outward to the size of a cantaloupe. The ball of light is capable of doing any one handed, physical and nonmagical task the holder of the bottle is able to do themselves, using a single tendril like hand extending from its own form. The ball of light cannot find anything the user doesnt know the location of, or do anything the user doesnt know how to do. The ball of light shall not do any task that would end in the harming of any living being, or damage the property of others. The ball of light shall not do any task that is involved in combat. Upon completion of this task, the ball of light shall return to its bottle if there is a spoonful of honey inside waiting for it. If there is no honey, the ball of light shall disappear into nothingness. [1 emote to open the bottle, and one emote to order the ball of light.]’ Red Lines: -Exact same red lines as standard wisps. Spell: Unburning Flame of Yeu/ Yeuflame Description: The unburning fire of Yeu Rthulu is a tool of unbound utility, a summoned, un-spreading white flame with the capabilities to only affect that which is intended by the caster, and to burn as bright, dim, hot, or cool as wished when summoned. Unconsuming of fuel, and bearing the exact heat wished by the caster, the unburning flame of Yeu Rthulu is a marvel of magical ingenuity. The flame of Yeu Rthulu works solely on that which is not living, it can not be used to harm anyone, and in accordance with the strictures of Yeu Rthulu it can not be used to harm or destroy that which is others. Its utility is unfathomable, as it may be put in places that fire would otherwise spread, it will remain stagnant. In places in which flame would be too close or grow to large as to cause harm, it shall remain the same, unburning and unharming, making it an ideal choice for torches or lanterns. The heat of the flame is an odd subject, as though it may warm a room as any other flame, drawing close to it one would find that it’s heat is surprisingly constant, not going past about 110 degrees to the touch of a mortal, yet it may burn or cook objects as if any normal flame if intended, seemingly incapable of harming anyone. Notably, due to this, it is unable to be used for cauterization. The unburning fire affects none living, or those caught within undeath, or those of which that imitate life as constructs. It shall harm no living being, no matter how twisted that definition of 'living' may be. That which it heats notably does not follow the same logic. A heated cooking pot shall still give the sting of hot iron, boiling water shall still gnaw at the flesh, and a well cooked meal shall still burn the tounge. However, Yeuflame may never be used to heat something that is used for the purpose of harming someone. Yeuflame may never be used as to heat a weapon, or boil oil in a trap. It cannot knowingly set fire to objects that will knowingly be used to burn someone, or someone’s property. The flame’s power only grows as the caster’s does, later still, it shall be able to burn indefinitely, burn at heats almost unattainable by standard means, and even burn lightly ‘cool’. The only thing able to snuff out Yeuflame being the whims of the caster, or to be fully submerged within water. However, once a tounge of Yeuflame is created, its purpose is set in stone. It is separate from the will of the caster from that point forward, only reconnecting if in direct sight of the caster, with its only use being itself being snuffed out. Mechanics: Yeu-flame takes 2 emotes to summon from tier 1-2, and one emote to summon from tier 3-5. A single emote’s worth of Yeu flame can fill a 3 square meters. If one wished to summon more than 3 square meters, such would require an additional emote per 3 meter area. Yeuflame is able to emanate temperatures felt by descendents from 10° to 44° degrees celsius. However, to objects, it is able to affect objects with heat of 10° to 4,000° degrees celsius. Yeuflame bears the capability to burn selectively. It can be made to only burn single objects, single kinds of objects, or even single parts of objects. The specifics of such are entirely up to the caster. However, the max range by which Yeuflame can affect another object is 2 meters, though it can be made to have far less of a range. Once Yeuflame is casted, its qualities cannot change. However, any Yeuflame made by the caster that is in line of sight by the caster can be snuffed out at will. Yeuflame can never be used on the property of others, save, without explicit permission and allowance to do so, likewise, it can never be used in combat. Yeuflame ‘enchantments’ are not enchantments, persay, as much as they’re tounges of Yeuflame created for specific purposes, ( as to give off certain temperatures, light, or burn specific objects at specific heats,) and put into, or onto an item. Yeuflame ‘enchantments’ are unable to be used to cause harm to any being or creature, and are able to be destroyed both by having the flame fully submerged in water, or by the will of the creator of the flame willing it out. Red Lines: -Unable to be used in combat, unuseable in an RP fight. Cannot be used indirectly to cause harm to a living being, or their property*, (With the exclusion of being explicitly allowed by said being to cause harm to said property.) -Able to be completely snuffed out by water. Spell: Light-Rope: Description: Light-rope is a spell by which allows the caster to summon a length of bright glowing white rope. This summoned rope, oddly enough, bears the supernatural ability to move on its own and upon command. Strong and resilient, this rope- which appears to onlookers as simply a coil of bright white light, can be summoned by the caster to do various tasks. Though unable to move things around it, (bearing little strength on its own), the rope may shoot out and wrap itself around things at will, as if being guided by an invisible hand, even capable of tieing itself in a knot. The rope may shoot out and wrap around things with supernatural speed, even capable of being guided to make small weaves or shapes with itself. The rope is resilient, and is notably elastic, able to be pulled and bent freely, though it bears no pulling strength on its own, and pulling anything will require the caster (or someone else) to pull it. However, should it break, be struck or attacked with a sword (or simply should the cast end) the rope will dissipate into nothingness in a shimmer of sparkles. The rope bears the same morality as the rest of Yeu’s boons, and may not be used to attack or hinder someone, nor be used in a way that’d be against the strictures. Despite the rope itself being weightless, it may support up to 800 kilograms of weight without breaking, and at highest proficiency, capable of moving itself at up to 90kph. The rope, for all its strength, bears almost no staying power, and even at a masterful level of proficiency, only last at most for an elven hour or so, before disappearing. Mechanics: Light-Rope takes 2 emotes to summon at tier 3 and 4, and one emote to summon at tier 5. Light-Rope may not be used to bind someone unwillingly, nor can it be used to catch or ‘lasso’ any living being. Light-Rope can be directed and moved to the whims and will of the caster, and can be controlled until the spell ends- or the light rope is destroyed. However, any movements the rope makes bear no force in them, and it is incapable of applying any form of strength aside from moving itself. If one part of Light-Rope is severed, the entire length dissipates. Red Lines: -Light-Rope cannot be used in any roleplay fights. -Light-Rope cannot be used for any malignant, or stricture breaking activities. -One can only have one length of rope summoned at a time. -Light-Rope is fragile to the attacks of others, and should one attack it, it will be destroyed. Spell: Yeu’s Buoyancy Description: The last of old magic used in the bodies of the Augurs of Yeu Rthulu of old, Yeu’s blessing of buoyancy is an initially fickle thing, felt only as a vague weightlessness whilst meditating, only supplanted later on by an unintentional float off the ground when meditating. A vestigial gift from Rthulu, Yeu’s buoyancy- once the caster realizes that they’re doing it, is able to be channeled, allowing the caster to float off the ground, and with practice, even move about in the air. Little more than a simple hover akin to the movement once done by Augur’s of Yeu, the caster eventually neednt even cast it, the ability becoming simply a passive part of movement, able to be toggled about at will. The caster, when adept with this ability, would find themselves able to float almost a meter off the ground at will, and move about, able to match the speed of their floating to that of walking or running, able to move about with little to no effort. The ability to hover admittedly is just that, lacking the power for one to hover over water or any such non-solid, likewise giving no assistance to climbing or scaling any path. Additionally, should the caster be heavily armored, or carrying more than 25 kilograms, the ability shall simply not work. Mechanics: Yeu’s Buoyancy is the ability to float at will. Initially only able to be done whilst in a meditative state, once the meditation becomes passive, so to does the ability to float, one being able to do it at will freely, becoming simply a passive ability. The user may float up to one meter off the ground, and maintain such, being able to move at the same speed they were previously capable on the ground. Red Lines: -Yeu’s Buoyancy is little more than flavor, with the only advantages being ale to reach something higher slightly better, and the ability to float over possibly hazardous items littered on the ground, such as spiked, caltrops, or a spilled hot drink. -Yeu’s Buoyancy cannot be used in combat in any way shape or form, if someone is floating and they’re struck with any amount of force- they shall tumble to the ground immediately. -Yeu’s Buoyancy will not work if the user is heavily armored, or carrying more than 25 kilograms. -Yeu’s Buoyancy only works on solid ground/footing. If your character could not stand on something, they cannot float over it. -Yeu’s Buoyancy cannot be used as an excuse to reach somewhere one would be unable to reach MCly. Spell: Plague-Ward Charm Description: The last of Yeu’s gifts, and a strong one at that- a Plague-Ward Charm is less so a spell, as more as its a physical blessing endowed by Yeu to their astute followers. A Plague-Ward charm is a small charm, created by the caster, and than directly blessed by Yeu Rthulu. These charms must be something of relation to Yeu or her faith, whether be a depiction of her, her sacred eye (or lacktherof), a depiction of one of her patrons or important followers (sans the caster) or a small copy or etching of one, or all the strictures. Upon a suitable charm being created as a base, Yeu Rthulu shall urge the caster to a private place, and push them into a intense time of meditation and prayer, entering a near trance-like state. One the caster is suitably entranced, and the charm prepared, Yeu Rthulu herself, though the caster, shall bless the item, filling it with a powerful spell powered by almost an entire soul’s worth of soul essence, making the charm glow a dim white, or rather, many instead times endowing the charm with a facsimile of the tell of the caster. This charm, now filled with divine energy acts as a shield from all viruses and diseases for the holder, and those graced with a charm shall find themselves immune to all forms of plagues. Though not cured of any current ailments, the holder of the charm would find themself unable to catch any diseases, whether that be a common cold, or a deadly plague. Despite its extreme effectiveness against diseases, the plague-ward charm is ineffective against most toxins, congenital diseases, poisons, or magical maladies. Plague-Ward Charms are well valued by Yeu Rthulu, and it is in her way that she detests these being hoarded. Her blessing shall not repeat itself, save after 2 elven weeks have passed, and the follower has given away their charm. Yeu shall not call for the creation of a plague-ward charm should the caster have a plague-ward charm in their possession (whether their own, or one created by another follower of Yeu). Mechanics: This spell facilitates the creation of an ingame item with the ability to ward off diseases. The caster must roleplay out a ritual for its creation, and than have the plague-ward charm approved. Any plague-ward charm must include the following as a description of the enchantment: “Whomever holds this item shall not catch any non-magical diseases or infections, whether viral, bacterial, fungal, or otherwise organic based. This charm does not affect poisons, or toxins, of which the holder is still otherwise affected by normally. Plague-Ward Charms do not affect already caught diseases, rather, they ward off any possibility of catching any additional diseases or infections. Red Lines: -Plague-Ward Charms have a 2 week cooldown upon creation. Likewise, one may not make any additional Plague-Ward Charms if their character currently owns one. -Plague-Ward Charms only work on organic diseases and infections. They do not affect poisons, already caught diseases, natural or unnatural toxins, or magical maladies. Red Lines -Unable to learn any other diety magic, shade magic, necromancy, or blood magic. -Must maintain following to Yeu to use this magic. Tier Progression Tier 1: Caster is able to meditate, summon a single base-ball sized ball of Yeu-flame able to burn between 37°, and 65° degrees celsius and lasting only but a minute, and conjure a single, albeit useless wisp. Doing any of these spells entirely wares out the caster, leaving them unable to cast until they do another spell. Meditation slowly becomes easier by the end of this tier. The caster’s soul is under notable duress, and is weaker than average. Tier 2: Caster is able to meditate far easier, summon enough Yeuflame to fill a single square meter,and is now able to have Yeuflame able to burn from 32°, to 204° degrees celsius which lasts for roughly an hour, and summon a wisp able to complete basic tasks. Meditation wares out the caster significantly less. The soul of the caster has begun to acclamate to the duress, and has returned to its previous strength. The caster shall begin unintentionally floating off the ground just barely a centimeter whenever they meditate. Tier 3: Caster’s meditation is second nature to them, and they’re able to meditate without a second thought. The caster is now able to summon enough Yeu flame to cover 3 square meters, and is able to summon Yeu-flame with temperatures between 26 and 400 degrees celsius which last for almost a elven day. The wisps the caster summons are now able to do complex tasks, as the caster has become proficient with them. The caster is now capable of summoning wisps with schedules and purposes, and that are able to rejuvenate themselves with spoonfuls of honey, and is capable of summoning 3 wisps before needing to rest. The caster’s soul is now at the pinnacle of a average mortal’s soul, strong and robust. The caster can now summon light-rope, and can summon a length of rope up to 8 meters long, for up to 5 elven minutes. Likewise, whenever the caster meditates, they shall find themselves floating a few inches off the ground. With focus, they can replicate this affect whilst not meditating, however, only for a few minutes at most. Tier 4: The caster has transcended needing to meditate as to connect with Yeu. Whenever awake, the caster is in a form of meditation with Yeu, though occasionally distracted by such. The holy mark that only appeared on them when they meditated now remains on their body, only disappearing when the caster goes to sleep. The soul of the caster is now beyond the size of regular mortal’s souls. A shining beacon of vitality and robustness. The Yeuflame the caster summons has truely begun to unlock its full potential. The caster is now able to summon up to 7 square meters worth of Yeu-flame before needing to rest. The Yeuflame is able to emit temperatures between 21° and 2,000° degrees celsius, and is able to last up to a week before disappearing. The Yeu-wisps the caster summons have now become an extension of the caster’s will, capable of doing complex tasks exactly as the caster envisions such. The caster can now summon Wispal Companions, and even bottle his wisps now. The caster can summon 5 wisps before needing to rest. The caster can now summon light-rope with a length of up to 19 meters, being able to maintain the rope in existence for up to 30 elven minutes. Likewise, the caster is able to channel Yeu’s Buoyancy properly, and intentionally float above the ground significantly. Though initially clumsy, with practice, the caster will become proficient in its use. Tier 5:The caster has reached the pinnacle of their connection to Yeu. Whether awake or asleep, their holy mark shines on them. The mind of the caster has fully acclamated to Yeu’s continual presence, and for them it is not a distraction, but the norm. Should they break a stricture and feel Yeu’s connection loosen, it would feel to them as a tangible pain in their chest, their mind intrinsically linked to their goddess’. The soul of the caster has reached the pinnacle of what a soul may be. Double the size of a regular soul, those attuned to the workings of spirits, gods, and souls can feel the presence of the caster almost tangibly. The Yeuflame the caster summons has reached its true pinnacle. Able to burn as cool as 10° degrees celsius, yet as sweltering as 4,000° degrees celsius. Flame the caster makes can last indefinitely, so long as they’re not snuffed out by water, or the caster themselves. The caster can summon up to 12 square meters of Yeuflame before needing to rest. The wisps the caster summons are not merely servants to the caster, they’re part of the caster themselves. The caster neednt overthink the task he needs done, all he must do is think, and do. The wisps he summons are in sync with eachother, and the caster to such a degree that they’re no less under the caster’s control than the caster’s own hand. The caster may now summon up to 8 wisps before needing to rest. The caster can now summon light rope up to 35 meters in length, and is able to maintain the rope for up to 1 elven hour. Likewise, the caster has become proficient at using Yeu’s Buoyancy, and is able to float though the air with great proficiency, able to transition to walking and floating with but a small thought. Finally, the caster is now able to undertake the process to create a Plague-Ward Charm. Purpose (OOC) I will attempt to keep this from getting too rambly, I made this magic to make what I believe is severely lacking in magic on LOTC, as well as make a fitting magic to be bestowed by Yeu Rthulu. I believe almost all diety magics are too combat focussed, and I believe that the few non-combat magics on LOTC are used many times as a removal of deep processes and detail, rather than an expansion to such. (Such as transfiguration/transmutation being able to magically forgo processes in which to get something to a certain state, as to simply be able to make the desired item as best as possible.) The spells listed in this magic were likewise made as to curb any possible abuse one can think of. Though it is well possible to gain some form of combat advantages from this magic, such will be far flung, and creative, if even viable compared to the other available alternatives. The alignment required by the strictures shall also assist in keeping such to a minimum. Citations:
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